The future meta for killers thanks to the artist scourge hook perk

Pop goes the weasel

Scourge hook: pain resonance

Corrutped intervention

Deadlock


Match start, can't get a gen done in the first 25 seconds, find and get someone, hook them, 15% lost, know which gen has the most progress, pop it, 40% gone, gen get completed, blocked second most progressed gen, still lose 15% from pain resonance while blocked, pop it afterwards, over and over again.


If you play your cards right it might be the best anti genrush build.

Scourge hook: pain resonance is my new favorite perk and is aboslutely a meta perk


Thank you behavior for actually adding a new meta perk, yes you still need to be lucky with hooks location but still, this is a super good perk.

Comments

  • The meta is still the same lame gen slowdown but at least they add new ones like Dead Lock and Resonance

  • For the first time in a long time it feels like the meta is slightly changing on both sides.

    Usually the perks released were ok but not great at high ranks.

    Now killers have Deadlocked and Resonance while survivors have CoH and Overcome (can't remember it's name).

  • @CashelP14 said:

    For the first time in a long time it feels like the meta is slightly changing on both sides.

    Usually the perks released were ok but not great at high ranks.

    Now killers have Deadlocked and Resonance while survivors have CoH and Overcome (can't remember it's name).

    No, no. It was Overcome. You had it right.

  • I really like corrupt deadlock and the new gen blocker with devouer

    Completely passive slow down so I can just chase all day plus devour for the occasional Mori sounds good good

  • The new scourge hook I can see being used, but Pop is much too slow nowadays.

  • I can see Pain resonance and Pop or Jolt becoming quite popular as an inferior but more reliable alternative to ruin undying

    I'm trying to figure out where to fit it in my builds though. Idk what to give up

  • @lauraa said:

    I can see Pain resonance and Pop or Jolt becoming quite popular as an inferior but more reliable alternative to ruin undying

    I'm trying to figure out where to fit it in my builds though. Idk what to give up

    you have to giving most perks for it, try something different, this is what I plan to do

  • Where is bbq for iz points? 😪

  • @adam1233467 said:

    Where is bbq for iz points? 😪

    maybe 1 killer doesn't have all the perks so I don't really need bbq anymore

  • Doesn Pain Resonance damage a Deadlocked (or just blocked) generator?

  • Until you get a massive map and each of your scourge hooks spawns in the four corners of it.

  • @Rey_512 said:

    Doesn Pain Resonance damage a Deadlocked (or just blocked) generator?

    yes blocked gens still get damaged by perks like that

  • Still skeptical on Pain Resonance. 4 hooks is just so pitiful, especially on larger maps. You're gonna miss a lot of potential value.

    Now if it was 5 hooks we might be talking. Or even better, keep it 4 but make it also include basement hooks. That would have potential as well. QoL change as well, but Scourge Hooks shouldn't be breakable by any means, toolboxes, perks, dead player ect. They should be permanent.

  • I'm glad that pain of resonance encourages good gameplay and is still good.

  • Survivor relied on:

    • Longer Chase time (Exhaustion)
    • Decrease hooks happen (BT & DS)
    • Decrease Gen time (Resilience, Prove thyself, Fast track...)

    Killer relied on:

    • Shorter Chase time (skill use of powers)
    • Increase hooks happen (tunneling)
    • Increase Gen time (slow down perks)


    You can see for Survivors, decrease Gen time on Survivor isnt that great. The choice for Longer Chase time & Decrease hook may actual save much more time. For Killer, Shorter chase time & increase hook is kind of "build in", only Increase Gen time requires using perks. Of course 4 slowdown will be always the meta.

    Pinhead has build in slowdown, but doesnt mean he should not use 4 slowdown. The more Gen time, the better.

    4 Slowdown has potential of increase Gen time by another 400sec (800sec total). And eventually, if default Gen time from 400sec increased by half to 600sec, I swear people will keep using 4 slowdown. Why would people not using 4 Slowdown to increase Gen further from 600sec to 1000sec?

  • @C3Tooth said:

    Survivor relied on:

    • Longer Chase time (Exhaustion)
    • Decrease hooks happen (BT & DS)
    • Decrease Gen time (Resilience, Prove thyself, Fast track...)

    Killer relied on:

    • Shorter Chase time (skill use of powers)
    • Increase hooks happen (tunneling)
    • Increase Gen time (slow down perks)

    You can see for Survivors, decrease Gen time on Survivor isnt that great. The choice for Longer Chase time & Decrease hook may actual save much more time. For Killer, Shorter chase time & increase hook is kind of "build in", only Increase Gen time requires using perks. Of course 4 slowdown will be always the meta.

    Pinhead has build in slowdown, but doesnt mean he should not use 4 slowdown. The more Gen time, the better.

    4 Slowdown has potential of increase Gen time by another 400sec (800sec total). And eventually, if default Gen time from 400sec increased by half to 600sec, I swear people will keep using 4 slowdown. Why would people not using 4 Slowdown to increase Gen further from 600sec to 1000sec?

    Bro your grammar took me for a spin here.

  • Im sorry, if you can pls output my grammar mistakes for improvement.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631914#Comment_2631914

    Im sorry, if you can pls output my grammar mistakes for improvement.

    I couldn’t understand half of what you wrote, bro.

    For example:

    ”You can see for Survivors, decrease Gen time on Survivor isnt that great.”

    This is an erroneous statement, since “decreased (less) gen time” (you forgot the D at the end of decrease) is better for survivors.

    Also: “if default Gen time from 400sec increased by half to 600sec”

    While you’re not technically incorrect, a clearer statement would be to say “default gen time increased by 50%”. Saying something increases by half isn’t the common expression.

  • You guys think that scourge hook perk gets to live servers untouched? If so I will certainly use it on some killers.

    And pop is not to my taste tbh, I hate kicking gens

  • @CashelP14 said:

    For the first time in a long time it feels like the meta is slightly changing on both sides.

    Usually the perks released were ok but not great at high ranks.

    Now killers have Deadlocked and Resonance while survivors have CoH and Overcome (can't remember it's name).

    Tbf, it seems to me more like the meta will just take a make up job.

    The new killer is shipping with 3 slowdown perks and op is literally suggesting a full stacked slowdown build. Feels like the same usual meta to me, only in different flavors.

    It's slightly changed on survivor with CoH that shifted the no-heal meta a little bit. And that came with massive backlash that demands to go back on that. However, the remaining perk slots are still taken by the usual suspects.

    Overcome will be gone and forgotten in a week from release. Not to mention it stll fits in the same general meta, only a different taste.

    Just my 2 cents.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631930#Comment_2631930

    I couldn’t understand half of what you wrote, bro.

    For example:

    ”You can see for Survivors, decrease Gen time on Survivor isnt that great.”

    This is an erroneous statement, since “decreased (less) gen time” (you forgot the D at the end of decrease) is better for survivors.

    Also: “if default Gen time from 400sec increased by half to 600sec”

    While you’re not technically incorrect, a clearer statement would be to say “default gen time increased by 50%”. Saying something increases by half isn’t the common expression.

    Why is the guy banned?

    "Less Gen time for Survivor", certainly its great. But the perks dont do much unless everyone use Prove thyself, Resilience and paired with 4 Toolboxes for great result. Other than that, what I mean was using another 2nd chance can buy more time for teammates than using Prove thyself.

    Thanks for your time : D

  • You're assuming a best case scenario of hook spawns, a best case scenario of finding a survivor, a best case scenario of the survivor you find being bad, and a best case scenario of survivors not splitting up at the start of the game.

  • @Carth said:

    You're assuming a best case scenario of hook spawns, a best case scenario of finding a survivor, a best case scenario of the survivor you find being bad, and a best case scenario of survivors not splitting up at the start of the game.

    Reality:

    All Scourge hooks are on one side of the map and Deadlock will deny your pop during animation several times.

    I have tried once Deadlock + Pop and I got denied pop twice. Never again

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631467#Comment_2631467

    Tbf, it seems to me more like the meta will just take a make up job.

    The new killer is shipping with 3 slowdown perks and op is literally suggesting a full stacked slowdown build. Feels like the same usual meta to me, only in different flavors.

    It's slightly changed on survivor with CoH that shifted the no-heal meta a little bit. And that came with massive backlash that demands to go back on that. However, the remaining perk slots are still taken by the usual suspects.

    Overcome will be gone and forgotten in a week from release. Not to mention it stll fits in the same general meta, only a different taste.

    Just my 2 cents.

    It may be all slowdown but honestly I'll take something different. Compare this to the meta this time last year which was Corrupt, Ruin, Undying and Tinkerer/Pop. Even though these builds are full slowdown, it is nice having some slight variety at high ranks.

    CoH has had a lot of backlash but at least it changes gameplay a little bit. People are taking time to bless totems, rather than just sit on gens injured.

    Overcome will be used quite a bit imo if it stays the same (I'm expecting a nerf). Personally I hate using Sprint Burst so a perk like this suits me down to the ground.

    Are these perks good for the game? I'm going to say no. However for now I'm happy that both sides of the meta has a little bit of variety. Better than releasing just in general bad perks like most of the old chapters.

  • IF this perk combination becomes Meta, then i guarantee you, that it will get slapped hard with the nerf hammer after 3-6 months.

    Just like they did it with Undying.

  • @wewantbetterfun said:

    Pop goes the weasel

    Scourge hook: pain resonance

    Corrutped intervention

    Deadlock

    Match start, can't get a gen done in the first 25 seconds, find and get someone, hook them, 15% lost, know which gen has the most progress, pop it, 40% gone, gen get completed, blocked second most progressed gen, still lose 15% from pain resonance while blocked, pop it afterwards, over and over again.

    If you play your cards right it might be the best anti genrush build.

    Scourge hook: pain resonance is my new favorite perk and is aboslutely a meta perk

    Thank you behavior for actually adding a new meta perk, yes you still need to be lucky with hooks location but still, this is a super good perk.

    This seriously adds little to nothing to the table. Let alone to the meta as a whole.

  • really? i played deadlock with jolt and the jolt effect didn't apply to the deadlocked generator...

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631770#Comment_2631770

    really? i played deadlock with jolt and the jolt effect didn't apply to the deadlocked generator...

    it does affect it, the devs made this change some time ago, they don't regress with ruin and such but perks that remove flat progress does affect blocked gens

  • I like it and hopefully it doesn't get nerfed if it does then it shows how much the developers care about survivors and don't care about killers. Not only that they will likely lose yet again another veteran player ie. Me.

    Played for 4 years everyday and not missed a day apart from being on holiday. I have watched as killers have been constantly screwed and survivors are getting more and more overpowers.

    Hopefully it won't come to this, they have got the next two chapters max to prove that they aren't just about nerfing killers to hell and looking at survivors and nerfing them.

    Sorry bit of half and half rant and non rant there.

  • @Blueberry said:

    Still skeptical on Pain Resonance. 4 hooks is just so pitiful, especially on larger maps. You're gonna miss a lot of potential value.

    Now if it was 5 hooks we might be talking. Or even better, keep it 4 but make it also include basement hooks. That would have potential as well. QoL change as well, but Scourge Hooks shouldn't be breakable by any means, toolboxes, perks, dead player ect. They should be permanent.

    I think the QoL it needs is making the hooks spawn on different areas of the map. I don't know if I'm unlucky but they always spawn next to each other for me, so it's impossible to get value if I'm on the other side of the map.

  • @wewantbetterfun said:

    Pop goes the weasel

    Scourge hook: pain resonance

    Corrutped intervention

    Deadlock

    Match start, can't get a gen done in the first 25 seconds, find and get someone, hook them, 15% lost, know which gen has the most progress, pop it, 40% gone, gen get completed, blocked second most progressed gen, still lose 15% from pain resonance while blocked, pop it afterwards, over and over again.

    If you play your cards right it might be the best anti genrush build.

    Scourge hook: pain resonance is my new favorite perk and is aboslutely a meta perk

    Thank you behavior for actually adding a new meta perk, yes you still need to be lucky with hooks location but still, this is a super good perk.

    Doesn't pain resonance start regression on the gen so you could only use pop if the survivors allow you to

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631467#Comment_2631467

    Tbf, it seems to me more like the meta will just take a make up job.

    The new killer is shipping with 3 slowdown perks and op is literally suggesting a full stacked slowdown build. Feels like the same usual meta to me, only in different flavors.

    It's slightly changed on survivor with CoH that shifted the no-heal meta a little bit. And that came with massive backlash that demands to go back on that. However, the remaining perk slots are still taken by the usual suspects.

    Overcome will be gone and forgotten in a week from release. Not to mention it stll fits in the same general meta, only a different taste.

    Just my 2 cents.

    I'm excited for a changing meta. I think it'll really improve DBD's longevity, and that's good for people who've spent a lot on the game.

  • @Blueberry said:

    Still skeptical on Pain Resonance. 4 hooks is just so pitiful, especially on larger maps. You're gonna miss a lot of potential value.

    Now if it was 5 hooks we might be talking. Or even better, keep it 4 but make it also include basement hooks. That would have potential as well. QoL change as well, but Scourge Hooks shouldn't be breakable by any means, toolboxes, perks, dead player ect. They should be permanent.

    If that's the case then survivors should get to see which hooks are scourged in exchange so they don't attempt to sabo them and send a bug report

  • @wewantbetterfun said:

    Pop goes the weasel

    Scourge hook: pain resonance

    Corrutped intervention

    Deadlock

    Match start, can't get a gen done in the first 25 seconds, find and get someone, hook them, 15% lost, know which gen has the most progress, pop it, 40% gone, gen get completed, blocked second most progressed gen, still lose 15% from pain resonance while blocked, pop it afterwards, over and over again.

    If you play your cards right it might be the best anti genrush build.

    Scourge hook: pain resonance is my new favorite perk and is aboslutely a meta perk

    Thank you behavior for actually adding a new meta perk, yes you still need to be lucky with hooks location but still, this is a super good perk.

    POP GOES ? no i hate kicking gens. But i like your idea

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631775#Comment_2631775

    If that's the case then survivors should get to see which hooks are scourged in exchange so they don't attempt to sabo them and send a bug report

    Totally fine.

  • @CashelP14 said:

    For the first time in a long time it feels like the meta is slightly changing on both sides.

    Usually the perks released were ok but not great at high ranks.

    Now killers have Deadlocked and Resonance while survivors have CoH and Overcome (can't remember it's name).

    not changing at all, killers still run full slowdown build to have a chance

    survivors still run self-heal builds and anything that boosts hold W

  • @ShinobuSK said:

    You guys think that scourge hook perk gets to live servers untouched? If so I will certainly use it on some killers.

    And pop is not to my taste tbh, I hate kicking gens

    There's really no reason it shouldn't. It's not OP by any means. Hell if every hook on the map was effected it still wouldn't be OP.

  • @wewantbetterfun said:

    Pop goes the weasel

    Scourge hook: pain resonance

    Corrutped intervention

    Deadlock

    Match start, can't get a gen done in the first 25 seconds, find and get someone, hook them, 15% lost, know which gen has the most progress, pop it, 40% gone, gen get completed, blocked second most progressed gen, still lose 15% from pain resonance while blocked, pop it afterwards, over and over again.

    If you play your cards right it might be the best anti genrush build.

    Scourge hook: pain resonance is my new favorite perk and is aboslutely a meta perk

    Thank you behavior for actually adding a new meta perk, yes you still need to be lucky with hooks location but still, this is a super good perk.

    Devs: We noticed wee bit OP synergy of some slowdown perks so we have ajusted them.

    Pain resonance:Now reduce regression to 3% but surv get incapacitated 7 secs :D

    Pop goes the weasel: We noticed this perk is highly used but killers complains that they cant use it so we have changed it to:

    10% gen regression but now have tokens each time u kick a gen consumes a token.

    Corrupt intervention: This perk was quite a dilemma as surv can simply hide and wait the timer to finish.

    Now Corrupt intervention last 1 min all surv not touching a gen after 30 secs gets aura revealed for 30 secs


    Yw for the new changes leak guys 🤣

  • @PleassBuiltInNoed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631467#Comment_2631467

    not changing at all, killers still run full slowdown build to have a chance

    survivors still run self-heal builds and anything that boosts hold W

    Survivors usually never run self heal builds. They may have brought a med-kit but that is a item, not a build.

    Killer still run full slowdown but it's nice that it's different slowdown perks. Nice that every single game won't be just Ruin, Tinkerer, Corrupt and Pop.